Files
ichni_Creator_Studio/Assets/ThemeBundles/Basic/Scripts/NoteVisual/BasicNotePerfectBurst.cs
SoulliesOfficial bbb8057b08 Hold
2025-07-20 13:39:29 -04:00

86 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
{
public class BasicNotePerfectBurst : NotePerfectEffect
{
private GameObject effectRing;
public BasicNotePerfectBurst(NoteVisualBase noteVisual)
{
this.note = noteVisual.note;
this.noteVisual = noteVisual;
this.effectRing = noteVisual.effectPrefabList[0];
this.effectTime = 0.1f;
}
public override void Recover()
{
effectRing.SetActive(false);
effectRing.transform.localScale = Vector3.zero;
effectRing.GetComponent<SpriteRenderer>().color = Color.white;
noteVisual.noteMain.SetActive(true);
if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
{
holdVisualMesh.notePartList[1].SetActive(true);
holdVisualMesh.notePartList[2].SetActive(true);
}
}
public override void Adjust()
{
effectRing.gameObject.SetActive(true);
effectRing.transform.DOScale(Vector3.one, effectTime).SetEase(Ease.OutQuad);
effectRing.GetComponent<SpriteRenderer>().DOFade(0, effectTime).SetEase(Ease.OutQuad).OnComplete(() => effectRing.SetActive(false));
noteVisual.noteMain.SetActive(false);
if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
{
holdVisualMesh.notePartList[1].SetActive(false);
holdVisualMesh.notePartList[2].SetActive(false);
}
}
public override EffectBase_BM ConvertToBM()
{
return new BasicNotePerfectBurst_BM(effectTime);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Basic Note Perfect Burst");
var subcontainer = container.GenerateSubcontainer(3);
var effectTimeField = inspector.GenerateInputField(this, subcontainer, "Effect Time", nameof(effectTime));
}
}
namespace Beatmap
{
public class BasicNotePerfectBurst_BM : NotePerfectEffect_BM
{
public BasicNotePerfectBurst_BM()
{
}
public BasicNotePerfectBurst_BM(float effectTime) : base(effectTime)
{
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new BasicNotePerfectBurst(attachedGameElement as NoteVisualBase);
}
}
}
}